#classic-doom-maps-mods

1 messages · Page 60 of 1

storm lava
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Again, something like that would make things incredibly more streamlined and less hacky.

storm lava
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??

shadow bone
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Why not go to the ZDoom forums/server and ask him? It's not like it's a secret passworded club or anything.

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And requests are taken much more seriously if they come from the person who wants them, because otherwise we play the "telephone game" trying to get the right intent.

red peak
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ZDoom forums are kinda low activity

shadow bone
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Not really

red peak
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There's plenty of active people, but posts come slow

shadow bone
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It's not real-time, but it's far from low activity by traditional forum standards. There's usually 2-3 pages of unread threads if I leave it alone for a day or so

red peak
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Huh

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I suppose the gameplay projects forum isn't a good place to hang out

shadow bone
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Besides, ZDoom does have a discord that's actually a bit more active than this server despite fewer people.

red peak
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I get like 1 post a week

shadow bone
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Of course it depends on whether people are interested in your thread 😛

storm lava
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@shadow bone By server you mean Discord server?

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If there's a ZDoom Discord and he's on it then I'd certainly be down to have a talk with him.

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Work on the map is halted otherwise.

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Which sucks.

novel isle
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There is a waiting room you have to go to though, and you might need to be registered at the ZDoom Forums to get in.

storm lava
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Dammit.

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Hate registering for things that I'll only use once.

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Sure it requires a forums account?

novel isle
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they might have changed the last part, but I can't remember

storm lava
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Alright, I'll have to see.

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Worth the shot anyway.

novel isle
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since searching for the topic brings up that "other" discord link that's definately NOT official

shadow bone
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You can post as a guest on the forums. In this case it's better to do that since things get lost in the shuffle.

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You don't strictly need an account for the server but it helps.

storm lava
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It is a Discord server right?

shadow bone
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Yes.

storm lava
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Can I snag a link from you?

shadow bone
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Again, forum is better for this though, and you can post as a guest.

storm lava
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Got a link for both?

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Or anyone for that matter?

shadow bone
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I'm on mobile right now. It's just zdoom.org, look for GZDoom builder in the projects > software sub forum. The link to the discord server is in Off topic sub forum I think

storm lava
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Thanks.

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Seems I actually can't post as a guest.

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So far I haven't seen a link, just people posting their Discord info.

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Nevermind, google is my friend.

cedar chasm
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anyone here familiar with importing MD3 Models into GZDoom?

haughty flower
red peak
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3d floors are great

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I made sewers under Map 12

true galleon
pearl sundial
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i am proud of you

haughty flower
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coolio.

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i'd rate up.

true galleon
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the maverick would probably be easier

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next map in wad will be maverick rev 6

true galleon
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done

red peak
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@warped rampart Look, it's your favorite.

pearl sundial
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@true galleon now make it into an actually level that has some playablility

true galleon
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after i texture it with the corrosponding colors

true galleon
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halp

lavish hollow
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Looks really simplistic

true galleon
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too bad

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its gonna be flat colors

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and nothing else

lavish hollow
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Didn't say it was a bad thing lol

true galleon
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k

true galleon
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its done

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here is the wad, intro and intermission are mm2wood.mid, e1m1 is foster the people - pumped up kicks and e1m2 is smash mouth - walking on the sun

weak lodge
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what did i play

haughty flower
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A joke.

warped rampart
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Oh, hey, that’s a Strongarm

red peak
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Isn't the Strongarm blue?

warped rampart
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I think? I might be thinking of the wrong gun, but the shape looks a lot like a Strongarm to me

vocal crypt
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what's the map name

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@true galleon

red peak
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It's supposed to be a Maverick, I think

vocal crypt
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looks like it

true galleon
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@vocal crypt The wad is Nerf Guns As Doom Maps.wad. The Maverick REV-6 is in E1M2 and the Nite-Finder EX-3 is in E1M1. All levels retained their orignal names because I'm too lazy to change them in the editor that I am using, which is SLADE v3.1.2 Beta 4.

vocal crypt
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oh, it's Ultimate Doom

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I was running Doom 2 lol

true galleon
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the first doom game

red peak
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Uhm, that's v21 footage

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Aren't there problems surrounding that?

proper kettle
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Oh damn sorry

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XD

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Totally forgot about that tbh

red peak
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As long as Mark never finds out. 😃

proper kettle
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Haha, yeah

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I'll have to upload another vid using v20b I guess for now

red peak
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@warped rampart

warped rampart
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Yeah, that's not really allowed

unreal oyster
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i prefer the "bump special + thrustthingz" method for ladders personally

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the water sector method has the annoying reverb issue

royal wave
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yeah that is an issue

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Maybe do the super steep stairs method

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because being able to stop at a ladder is important

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cover it up with invisible 3D floors

unreal oyster
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actually i think there might be a better way to do ladders with ZScript as an option

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some custom "ladder" actor which sets some boolean on the player class so they use custom ladder physics

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of course, would require a custom player class, but that's basically a given with any sizable TC

royal wave
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yeah

warped rampart
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I forget, are moving platforms possible in idTech 1?

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I mean, in source ports, I should say

unreal oyster
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kinda, depending on how much patience you have

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you can't move a sector or 3d floor horizontally so you basically need a 3d model or voxel to do it

fair blade
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Would it be possible to have a system like this in Snapmap?
1 players: 4 lives
2 players: 3 lives
3 players: 2 lives
4 players: 1 life, permadeath

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I saw a system where there was scaling in difficulty based on how many players, but frankly, it wasn't very good... you fight five Mancubi on 1P, you fight an entire hallway of Mancubi on 2P, 4 players must be Hell

lavish hollow
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I don't think that's possible

agile sparrow
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My project I'm working on, It's a late 90's/ 2000's themed wad

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Best played using zdoom with 300x200 video so It looks like an old wad

royal wave
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Wad is clean

royal wave
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Played the first map

agile sparrow
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That was fast

royal wave
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first thing I would immediately recommend is not hiding secrets behind switches that use textures not associated for being switches

shadow bone
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That's what she said

agile sparrow
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Fair enough

royal wave
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I only knew to look for something like that as it's something a lot of new mappers tend to do

agile sparrow
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I didn't want to make It very obvious

royal wave
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and addmitedly something I do when I want to hide an easter egg

agile sparrow
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I'll figure out a new way

royal wave
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you can still hide switches pretty well, or you can swap them out for walls that can just be opened

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and hint at them being there via color difference or slight shift in texture alignment

agile sparrow
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The first two maps aren't as good as well the rest of them

unreal oyster
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1 suggestion is to hide a switch behind a mid texture, it has the same effect but feels a bit more organic and rewarding

agile sparrow
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the first one might be replaced before the full release

lavish hollow
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@shadow bone
Him: that was the best night I've ever had
Her: first thing I would immediately recommend is not hiding secrets behind switches that use textures not associated for being switches

unreal oyster
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generally it's better for secrets to make the player feel really clever rather than just noticing "oh that texture's slightly different"

agile sparrow
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A few people have told me that they like map 4 and 5 the best

royal wave
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and maybe a teensy bit more ammo here and there. Not saying keep the player topped off at all times, but ammo management is something I really dislike in a vanilla doom map

agile sparrow
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map six is brand new

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For the shotgun?

royal wave
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Yeah that could work, plenty of pistol ammo everywhere already

agile sparrow
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I kinda wanted the player to get more use out of the pistol and chainsaw on that map

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mostly the pistol

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I suppose It was easy to get the shotgun right?

royal wave
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And yeah, shotgun was easy enough to find

agile sparrow
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Fixed

royal wave
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👍

agile sparrow
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Are you on map2 or?

royal wave
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Nah I try not to get too deep into a game before work

agile sparrow
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Oh okie dokie

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Well I hope you enjoy them when you get the chance to play them

royal wave
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Will do when I remember

agile sparrow
true galleon
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funicula

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s is spaghetti and p is pizza

neat oyster
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this got a release

true galleon
proper kettle
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Dank

royal wave
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Heretic is running on the Doom engine

elfin ruin
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Yes.

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Not sure if to share that here or not.

royal wave
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it's relative, it's fine

fresh arch
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I have an acs question

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First, I want to declare a numeric variable, and then in my scripts change the number of the variable

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Second, I want to set up a "check what variable number is" and set up "if variable x then do this, if variable not x do this different thing"

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int ShuttleAirlock;
ShuttleAirlock=1

doesnt seem to work

royal wave
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int ShuttleAirlock = 1; should fix it

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I believe you have to define the variables when you declare them in ACS

fresh arch
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ah i'll try that thanks

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how would I then modify that variable within the script?

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the same way?

royal wave
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Same way

zinc egret
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I added an easter egg to my RDND mod

red peak
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Cool

lavish hollow
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Is it a reference to the clockwork orange

fresh arch
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IVE DONE IT

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I HAVE MASTERED IF STATEMENTS AND VARIABLES

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WORKING AIRLOCK

pearl sundial
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good job

fresh arch
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now im trying to figure out linepoertals

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the wiki says "The line should have enough empty space to allow for something to pass through it." but i am confused what this means

unreal oyster
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it means that the portal needs to be a 2 sided linedef with enough space behind it to contain the actor that you expect to go through

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so you need a sector behind the portal

fresh arch
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how deep of a sector?

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nevermind its 32x32, maybe smaller

unreal oyster
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at least as big as the thing you want to go through

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i generally make them >64*>64 if possible

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if that sector isn't there then the physics engine doesn't allow the actor to go through the linedef

fresh arch
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yup, was previously visible only

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but does make for a great way to do windows when teleporting isnt functional

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Im working on a project where I can make a spaceship that travels to different parts of the map with the magic of portals, it seems perfectly feasible

unreal oyster
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yeah, but there's actually a visual-only portal type for that reason, heh

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by the way, what type of portal are you using? in most cases (unless you need the portal to be on a polyobject & move) you want the static (eternity style) portals

fresh arch
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oh i was using interactive

unreal oyster
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sound travels through them and AI is aware of them

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yeah, so if you tried shooting a rocket through the portal it'd have some really strange sound where the sound would seem to move somewhere else

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static doesn't do that

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and AI can work with static portals and walk through them, fire through them, etc

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but it all depends on the assumption that they won't move, hence the name

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if you need a moving portal, then interactive is for that

fresh arch
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what do you mean by moving?

unreal oyster
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if you put an interactive portal on a polyobject, you can then move that polyobject and the portal will move with it

fresh arch
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oh so static works just fine if i use Line_SetPortalTarget on it via scripts?

unreal oyster
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oh actually no, that's the other reason you'd want to use interactive

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static portals work because of an assumption that they will always stay in the same place

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which allows a lot of AI calculations to be made

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if the portal is moving or changing target, that assumption is nullified

fresh arch
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gotcha

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I'll be aware of that then and not put the player in the position of using it to peekaboo

lavish hollow
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Do projectiles travel through portals?

shadow bone
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Only certain types of portals

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But yes

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If your portal does not need to change/move, it's best to use "Static" as it's the most compatible.

royal wave
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I'd personally recommend silent teleport if you're tight on space, but you also sacrifice AI

haughty flower
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sorry for asking this again, is there a good way to start learning zscript

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converting decorate into ZScript?

royal wave
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Well ZScript is pretty much Decorate with slightly different formatting

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But you're granted a lot more access to how the actor behaves

haughty flower
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actually eh

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idunno

royal wave
haughty flower
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wait no scrap that, i don't need ZScript for the time being

royal wave
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Nah Decorate is still pretty flexible

haughty flower
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uh

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is it possible to create a topdown camera within the playerpawn

royal wave
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But zscript is way more flexible

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Yea

haughty flower
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like, in decorate

royal wave
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Yes

haughty flower
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okay, since that's what i need for now

royal wave
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People have made side scrollers

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Top down wouldn't be hard

haughty flower
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except aiming is a thing

royal wave
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You can force mouse look to not go up and down iirc

haughty flower
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alright

royal wave
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Or make custom weapons that forces a pitch

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That I know is possible

unreal oyster
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zscript is much, much cleaner for complete game-style overhauls

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with zscript the player class has a movement function that you can completely override

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which is ideal for something like transforming the game to be top-down

royal wave
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Remake earthbound

plush sapphire
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Doombound doomguy_thonk

haughty flower
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Don't you mean, Doomtale

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inb4 Doomguy is Nes

pearl sundial
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lol

vestal basin
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Ey, can i get some help? I'm working on a wad, and for some reason a bunch of textures just up and broke on me.

lavish hollow
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You'll need Elmer's Glue

vestal basin
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😛

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Nah, but seriously. One sec, i'll send a screenshot of some examples.

warped rampart
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Do the textures look fine in the program you’re using? That seems to be kinda common.

vestal basin
red peak
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I wish tag 666 worked on maps other than the ones they're restricted to.

safe timber
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mini CTF snapmap im making

warped rampart
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@haughty flower You’d also need to make a simplified version as well, for people who use the “fullscreen” HUD

haughty flower
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Oh, yeah

unreal oyster
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"need"? not really

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could just call the same function for both HUDs (assuming ZScript)

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that's still possible with SBARINFO but it's just a 'lil copy-pasty

fresh arch
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hooray! I made airlocks work and I now fully understand map variables and how to use and modify them with scriptd!

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as well as portals which are nifty

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Now I just need to set a project for myself that i'll actually finish

warped rampart
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Yay progress!

fresh arch
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played through city of the damned: apocolypse and was floored. But reluctant to give up my current project until I work out all the technical kinks

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things I still need to master: 1) computer terminals; 2) moving cameras attached to monitors

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although hot damn are blood tectures good for contemporary settings

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real tempted to do a silent hill thing

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in case anyone cares to see what i did. I carefully annotated the script so if anyone reading this years later cant figure it out like i couldnt well there you go

unkempt wadi
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so for a few months on-and-off i've been looking for help with a dodge/dash script for my mod and just a few weeks ago i found the script in lithium for its dodge, which is just about what i'm wanting for this project. the thing is i don't know c++, among other issues, so while i get the gist of how it works i can't work it out enough to learn much. could anyone here please walk me through it some time? this is like the last thing i need to make my mod's gameplay modifications complete, so i'd really appreciate a bit of help here!

light prism
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@fresh arch i actually did system shock style camera/alarm system with viewable camtexes a few years ago

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never really utilized it for anything

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you could even supply tids for klaxon/glowy lights on the walls that would sound off/pulse

prisma saddle
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Hmmm.

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Now I want to see a Stealth DooM mod.

light prism
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the camera will track and pitch to follow you, and gives an overbright blindness kinda vignette effect if you look into the beam

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some aspects of stealth would be pretty easy to implement, others not so much

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havent really messed with zscript much yet, but i dont know if its possible to determine a players light level based on the actual sprites brightness, as it could be altered by different factors (sector light, transfers, color, fog, dynamic lights)

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you can determine the light level of a sector the plyaer is standing in easy enough, but for a hardcore stealth mod that wouldnt really be sufficient

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you'd have to redo sound propogation from the ground up, but it would be very plausible

fresh arch
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oh wow thats a cool thingy. What i meant was just a camera thing which sent its input to a wall and then move the camera in a direction, maybe while also adjusting its angle of look, in order to give the appearance of a spaceship moving in space kinda like the intro for that one wad. Then, just change the teleportal to the dock of that portion of the level. Combined with a terminal to select your destination and you have a mobile spaceship effect in all but fact.

light prism
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nowadays it woudl be better to do a polyportal vehicle for that sort of thing

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like a literal moving ship 😛

fresh arch
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nah

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thats not versatile enough and runs into a host of potential problems in motion while player is inside

light prism
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er

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no, it doesnt

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the inside is completely disconnected from the moving outside section

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in essence, it is not moving

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only the polyobject with the portal lines on it is moving

fresh arch
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oh, yeah, but thats indistinsguishable from just changing the portal's destination via script

light prism
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small example

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you could easily make a spaceship shape and have it do the same kinda stuff

fresh arch
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oh wow thats immensely useful for trams

light prism
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the only thing is that sound does not travel through them, and AI is funky

fresh arch
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Yeah, non eternity portals

light prism
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i tihnk what you want from your description is a moving sky portal view

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rather than using a camerat exture

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which would look flat

fresh arch
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but yes I hadnt considered making the interior ship's viewport a portal and then moving the portal on the other side as a polyobject

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thats actually a much better idea

light prism
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polyportals for life dawg

fresh arch
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sigh. Now I just need a project i'm enthused to work on

light prism
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haha

fresh arch
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I got 3 general themes I want to explore but they are all big things

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and can;t concentrate to really start any as I get bogged down in making elaborate detail for days

light prism
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brb dinner

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yeah me too 😦

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here

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have this

fresh arch
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project 1: doomguy is on a spaceship which can freely change its destinations along a long list of presets that open up as progress is made. Maybe elaborate it out in either a systemshocky way, a traditional doom way, a lovecraftian way; largely irrelevant once base mechanics set up

haughty flower
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@light prism so you are a mapper too?

fresh arch
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project 2: use blood 1 assets to make a contemporary-ish atmospheric mod about traversing abandoned buildings in a city-like environment but use portals and other tricks to teleport the player around for various spooky effects. essentially silent hill

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project 3: use shopkeeper scripts and their derivations to make a metro2033 like environment to roam around in. post apoc low tech subways yo

light prism
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@haughty flower - ja

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@fresh arch - portals would be great for a city-like environment, your sandbox map could be uber low detail and just have interior cells for each building

fresh arch
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yeah theres a huge ammount of tricks that portals can be used for

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like fake room over room so computers don't explode

prisma saddle
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Or elevators.

fresh arch
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but also more creative things like changing the interior to a hellscape whose interior proportions are larger than exterior

prisma saddle
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Or um, TC like Sanity mechanics.

fresh arch
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Ive decided imma go with fake elevators with portals

trim falcon
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pet TheMisterCat

fresh arch
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real elevators with 3d floors to do room over room is just exessive and unneccesary

trim falcon
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fake elevator is not real elevator

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but as long you can convince the player using real elevator

fresh arch
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fake elevator is indistinguishable for all intents and purposes

trim falcon
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it's kay

fresh arch
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door close, lil earthquake, delay, change portal, bam done

trim falcon
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the portal wall is changeable ?

fresh arch
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oh yeah

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easy as pie

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as many destinations as you want

trim falcon
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does it have real depth ?

fresh arch
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its indistinguishable from any other area you can walk through

light prism
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it doesnt need to

fresh arch
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EXCEPT

light prism
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unless you are able to access the inside of the shaft from any other level

unreal oyster
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The earthquake method is kinda lazy if you have portals :P

light prism
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without being inside the evelevator

unreal oyster
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At that point it's a glorified silent teleport

trim falcon
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I usually IDMYPOS

light prism
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however this is basically how any modern game would do it

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use elevator time to load resources, plop the elevator at the exit point

trim falcon
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in idtech engine 3++

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they use real elevator

prisma saddle
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Um, quicktime doors for loading screens.

trim falcon
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but problem occur when you trying to jump

light prism
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not everywhere though

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also think about stuff like portal/portal 2

trim falcon
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jump in elevator = suicide

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in doom 4

light prism
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fallout 4

trim falcon
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you cannot jump at all

unreal oyster
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I've not really seen that technique too much in games released recently, but it's definitely used in valve games, because source isn't designed for big maps

light prism
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hides load times with elevators sometimes

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gta games

unreal oyster
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If GTA 5 does that, then it's nigh-on unnoticeable

trim falcon
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someone bring a wrench into elevator in half life 2 engine

light prism
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yes, it is supposed to be unnoticeable

fresh arch
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@unreal oyster silent teleporters never went out of style

light prism
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its just precaching lod and whatnot

trim falcon
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the game physics broken

prisma saddle
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I'm pretty sure Resi 7 might use silent loading screens.

unreal oyster
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Silent teleports should go out of style because you can do it better now :P

light prism
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silent teleporters are great if you can predict that there will never be any multiple actor interaction (read: firefight) anywhere near them

unreal oyster
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Put some windows in your elevator and use a vertical portal

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That's the best way imo

trim falcon
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does anyone use FOV trick for teleporting ?

unreal oyster
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Bit more work but it looks and feels way more impressive

light prism
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yes, instead of teleporting i just set fov 1 and it feels like youa re somewhere else

fresh arch
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hmmm

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but heres the real issue

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i need focus

light prism
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i wouldnt mess with fov unless you can guarantee its going to be re-set to the players preference afterwards

unreal oyster
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I'd interpolate the fov up to 180, then teleport and immediately set the fov to 1, then bring it back up or something stupid like that

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And yeah

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Make sure you store the fov first

fresh arch
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i need an agreed upon texture pack to use, and a one or two sentence idea, and i want to just crank out environments

light prism
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one or two word idea

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fudge factory

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space jungle

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irradiated circus

fresh arch
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fuck it ive decided. Just gonna ignore all semblence of story and do contemporary cityscape with blood assets and silent hill it up with portals

light prism
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good stuff

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need some ambience?

fresh arch
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eh, i'll figure out anything not map detail related when i hit the line limit

unreal oyster
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Which format? Because the udmf line limit is pretty goddamn high, if it even exists at all

fresh arch
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thinking about anything else will stop me from making lines that connect to more lines and before you know it im bogged down in making a gameplay mod with old timey weapons

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was a joke on line limit referring to cacoward 2016 for comatose

light prism
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you know what silent hill was missing

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green herbs

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resident evil got one thing right

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green herbs go great with gaming

fresh arch
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silent hill got a lot of things wrong

light prism
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like 1) it wasn't silent, and 2) there were no hills

fresh arch
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but just enough things right

light prism
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at least in resident evil there was a resident evil

fresh arch
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was originally biohazard

light prism
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well there was one of those too

fresh arch
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gonna make a folder here... Quiet Lake

light prism
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its just formula, man. in doom, there's doom. in grand theft auto, there's grand theft auto. in final fantasy.. uh... hrm...

fresh arch
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i dunno i dont see it that way

light prism
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of course not

fresh arch
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i just see an engine

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and a pretty fun one at that

light prism
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yes

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its amazing what you can do with doom

fresh arch
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its more amazing what can actually be done with doom that hasnt yet

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aside from theoretical

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still very young community

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fuck i need to be up to move bricks in 4 hours

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fuck it mapping time

light prism
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this is something im werxin on

fresh arch
#

masterlevel right there

fresh arch
#

oh hey somebody was asking above about dashing

#

i see some dashing right there

light prism
#

oh

#

@unkempt wadi

#

offline

trim falcon
#

nice

unreal oyster
#

@light prism what are you doing for the rectangular selection? I assume something like an inverse perspective matrix to get world coords, then an infinite height AABB with corners as the two world coords to test if actors fall in the range of the selection?

#

Ooh wait I'm thinking if this was done with ZScript hmm

light prism
#

yeah that sounds about right

#

no it is the same method, but using gdcc

#

inverse perspective matrix, scan rectangular zone

unreal oyster
#

Cool stuff anyway

light prism
#

i imagine it would be cheaper under zscript though

#

however probably marginal for something like this

#

atm im at a standstill for two reasons, 1) find an effective method of encoding instructions to send to the server, and let the server do all the actual commands, 2) pathfinding

unreal oyster
#

Just curious, how are you iterating through the actors to do that in ACS?

light prism
#

im thinking in terms of pathfinding i might dumb down to a hex grid and use a*

#

they're tagged

#

in oldschool rts style, your units are limited by food and a hard cap, so its not too bad

unreal oyster
#

Ah, heh

light prism
#

plus you can't multiple select enemy units, so they can safely be ignored from the clients end

unreal oyster
#

Well I suppose you've gotta make do with what your tools allow

#

And yeah, that makes sense

light prism
#

movement isn't soooo bad, until you reach some weird geometry

#

like the end of the video

#

and you really want precision in movement for an rts, the random aspect of dooms method is too clumsy to allow proper formations and such

#

hex grid would make things nice and workable, could probably even just get away with a cube grid

unreal oyster
#

Yeah, even with norandomturn it can be funky

light prism
#

atm i do have some primitive formatino stuff, a group of marines will form in a triangle facing the vector of movement

#

until they bump into something, then they sprawl out rather than waiting to regroup

unreal oyster
#

About sending commands... You could do something stupid like emulate an opcode system

#

Like what CPUs use

#

Should be fairly lightweight

light prism
#

yeah, i need to think about at what level i am sending the commands too though

#

am i sending raw clicks and having the server understand those, or do I just send like 'move unit (tid) to (x) (y)'

#

and have it do the pathfinding on the server side

#

sending clicks with requestpuke is pretty reliable, i used a similar method when i started rebuilding wormsdoom

#

but that would mean the server would have to interpret everything from the base level

#

sending opcodes would be nice, but.. how

unreal oyster
#

Sorry I'm so late, but for sending opcodes, couldn't you just send 1-4 bytes of data as integers?

#

Where byte 1 is the opcode, and (optional) 2-4 are additional data

#

I assume you can send ints? Never done zand programming

#

So, for example 01 01 0F AE would mean "move 01 to 0F, AE"

#

Of course you'd need 2 bytes per coord for fixed point coords, but it's up to you about whether that precision actually matters

#

But only sending 4 bytes or so should keep the data size small

#

And manageable

light prism
#

yeah, you can send ints

#

there are just special cases that i need to consider

#

like ordering a group to do something

#

or where pathfinding fits into it

#

if im using tiles for pathfinding theres no need for fixed point values

#

and targets can be grabbed by their tids rather than position

#

ideally i'd like to be able to fit all of this into one function, which means i need to identify all possible combinations of what needs to be sent, and how to reconcile it on the other side

#

can only send three integers at a time

#

i suppose if its (action, coordx, coordy) and coordy is null or something, it can treat coordx as a tid for position

unkempt wadi
#

@light prism i went to bed immediately after sending that so i'll get back to you after my classes

toxic pier
#

To people experienced with SBARINFO's, would like some help in backporting Strife Uncut's HUD to GZ1.8.6 standards. Just want to be able to use it within D-Touch.

fresh arch
#

quick question, how do I make a middle line translucent glass? searching the wiki on this question atm

red peak
#

Find glass textures

light prism
#

in UDMF?

#

in udmf, lines have renderstyle and alpha values

#

use a reasonably flat shaded texture, or find a custom windowy glassy one, and just set it to renderstyle additive with a reasonably high alpha

fresh arch
#

nevermind i got it

#

just set a middle texture to the line and adjust transparancy

#

bah

#

I plan to accomplish this with layered transparent lines

#

as well as a few lines for garbage

light prism
#

why not just make a texture out of patches and have it as a single texture

#

line

fresh arch
#

what do you mean by make a texture out of patches?

light prism
#

er

#

thats how doom did textures

#

the TEXTURE1/2 lump defined texture names and built them out of smaller patch images

#

zdoom has the TEXTURES lump which lets you do the same in a nice text format

#

like uh

#

texture WINDWMSG, 64, 64 { patch GLASS, 0, 0 {} patch MESSAGE, 0, 0 { blend, etc } }

fresh arch
#

next question: can somebody explain how to edit MAPINFO to define fog for outdoor areas?

#

or just explain sector fog generally

#

because while I did find the sector tag for fog, I'm not sure how to define it

light prism
#

uh

#

once again

#

if youre in UDMF, every sector has its own fog (fade) level

#

mapinfo's parameter is "OutsideFog" though

#

if you insist on using that method

fresh arch
#

I'm still retarded, could you elaborate further in excruciating detail?

#

nevermind actually

#

i done figured it out

light prism
#

you found the 'fade' color box on the sector properties?

#

or you worked out MAPINFO

fresh arch
#

sector properties, however i found a nifty article on other ways to do it and scrapped doing so at present

#

sidenote, aftera while i got the effect I more or less wanted out of that window

#

article referred above:

#

simply using fade color simply does not produce a useful fog for my intended purpose, which is to limit actual visibility; rather fade just recolors the textures of things as you get more distant

#

also it looks like shit

royal wave
#

Setting the sector color can help iirc

light prism
#

uh

#

you have to use fade really subtly

#

never get far away from black

#

unless you want everything in the distance to be obscured by solid color

#

sector color can be less subtle but the more you saturate the less 'light' has effect

royal wave
#

should work on my project

light prism
#

you should

fresh arch
#

well today was productive

#

got a solid base for the size of streets, sidewalks and buildings

#

will finish up the exterior dimensions of a single block and then attach some portals and work out the inner dimensions of those buildings

red peak
#

Mm, not bad

fresh arch
#

for that building gonna do 2 floors; using portals will make for interesting automap opportunities that I will need to keep in mind

fresh arch
#

hey, if anyone who has browsed through many texture packs can give me a hand; i already have the blood and duke3d textures on hand, but im missing something I need. For my contemporary urban/suburban environments I need a kinda white stucco texture, but I just can't quite find one, any tips?

sand temple
#

Half-Life or Counter-Strike

#

Lots of textures like that in those games

light prism
#

i don't have any white stucco but I did make my own series of city textures based off duke3d designs

#

doom has stucco, are those not acceptable?

fresh arch
#

I'm currently pouring over the texture packs at realm667; could i see your duke3d based textures? maybe you got something there close enough to what i'm looking for

light prism
#

i dont really have anything remotely stucco-ey, hold on

fresh arch
#

anything vinyl sidey will work too

light prism
#

etc etc

fresh arch
#

i'll pass on that for the moment, i'll keep looking. Currently going through chasm:the rift; will check counterstrike next

#

on the bright side i do have brick walls for days

#

As an alternative i'm looking for "wood panels painted white-ish"

#

but i may very well just use regular wood

fresh arch
#

okay, if anyone is online, i have a new question, as I resolved my prior issue

#

I have a skybox. My skybox ceiling is as tall as my highest building (by definition). I know i can make smaller buildings by creating a box around one and pulling the skybox down to the desired height. I also know that this prevents seeing a tall building behind that short building.

is there a way I could avoid this? I am aware there is a 3dfloor solution but i dont fully understand it

shadow bone
#

No way to avoid it, unfortunately

#

At least not with that method

#

3D floors would be the solution

#

Basically: Build just the walls of your building, then cap it with a 3D floor to make a "roof"

fresh arch
#

does the 3d floor definitely cut off even upper heights?

#

lemme make a screenshot of my current state.

#

Its not terrible. I can certainly live with it, but i am curious if i can avoid it

shadow bone
#

No, a 3D floor would not cut off things above

#

Your "walls" should actually be a raised floor

fresh arch
#

nah, ultimately not worth it then

#

I can live with the above

shadow bone
#

Well, here's a demo of how to do it

light prism
#

problem with 3d floor as roof is that it severely limits the amount of detailing you can do for interiors

#

as long as you place your buildings in such a way that there is no visible cutoff due to ceiling/sky height, its the smarter choice

#

and the third option is to use stacked portals, but that gets pretty messy too sometimes heh

fresh arch
#

tell me more about the limits on interior detailing

light prism
#

they're imposed by your system specs

#

the more lines that cross a 3d floor, the more midtextures its drawing

#

which just causes general fps drop in extreme situations

fresh arch
#

ah i see, yeah thats not ideal

#

I'm currently reading about stacked portals

#

anything i should know on the limitations there?

light prism
#

they're really annoying

#

if you're not inside a sector that can view a stacked portal, but can see that sector, you get visual glitches

royal wave
#

you could just use portals and fake it

light prism
#

scroll down kev 😛

royal wave
#

I am

#

if you're going to do multi-floor structures

#

easier using portals

fresh arch
#

i'm not doing any interiors for any buildings, all the interiors are on the other side of portals

#

but the exteriors themselves are non-trivially detailed, and the exterior planned is vast, so I would like to avoid overly cpu intensive solutions to what is admittadly an irrelevant problem

light prism
#

stacked portals are probably the best solution

#

the basic idea is that you'd duplicate your whole area, move it up to the desired division/ceiling height, and then craft your roofings

#

so the floor height of the new top area is the ceiling height of the original area

#

and contains roof detailing or skycrapers or whatever, up to an F_SKY ceiling

#

the only issue with stacked portals is they are visual only, so you wouldnt be able to say, have a jetpack that lets you fly up to the top of a skyscraper

#

there are interactive floor/ceiling portals but they are a whole nother bag of poop

royal wave
#

I remember being the guy to suggest portals to be added and graf being all "no"

light prism
#

everyone remembers graf being all [no]

#

you're not a special s[no]wflake

royal wave
#

I mean in regards to portals

haughty flower
#

Portals..?

royal wave
#

and now they're one of the best things to happen

haughty flower
#

Dayum, what a turnaround.

royal wave
light prism
#

if only they were perfect

#

sound and ai doesnt travel through em,

haughty flower
#

I bet they aren't.

light prism
#

and you get occasional glitches where you can see beyond portal lines

#

actually i think you can do that on any portal line if you stop directly on it

royal wave
#

Static portals support AI

#

but they're buggy as fuck

#

because they're literally telling the engine the room is right there

light prism
#

interactive portals technically allow ai, its just that the ai chases your absolute position as opposed to your translated one

royal wave
#

so you end up wasting space to make them seamless

#

All AI chases your position

light prism
#

what i mean is it doesn't adjust to account for the portal

#

if you and an imp were standing face to face with a portal line leading 3600px away between you, the imp would turn away from you and shoot over that distance, rather than claw you in the face

#

similarly if there are portal areas which are disconnected from eachother, the imp would start doing the random wall shuffle

true galleon
#

i'm pretty sure i'm not the first person to do it, but i put the revenant sprites in a pk3 and applied them to a skindef to make the revenant into a skin

fresh arch
light prism
#

looking good

fresh arch
#

next up i got a oil change/garage

red peak
#

Where'd you get those textures?

haughty flower
#

@shadow bone how's Tranquility doing?

shadow bone
#

Meh. I haven't touched it for a while because of whole refactoring bullshit that needs to happen. Again.

#

I also don't really have a clear vision for it.

#

Because Hideous Destructor does most of what I want already and it seems pointless to just make my own clone of it

fresh arch
#

@red peak im currently using only blood 1 and duke 3d textures, with an occasional doom2

vestal basin
#

that portal demo video just melted my fuckin brain

light prism
#

yeah that demo wad is a bit over the top heh

light prism
#

idgi

fresh arch
#

Soma engine

shadow bone
#

Huh. That's kinda nifty

fresh arch
#

not sure how its done, will try to pull up a forum thread, i remember a discussion about emulating a raytracer entirely in-engine but lost track of development

#

here it be\

fresh arch
#

going through redneck rampage right now, although oversized and needing scaling, these textures are a real treasure trove of contemporary

royal wave
#

I want to make a Doom mutator that makes it feel kick ass

#

"Kick Ass Doom"

#

and make it compete with brutal

lavish hollow
#

Brutal Doom

royal wave
#

no

red peak
#

It already does.

lavish hollow
#

Rofl

royal wave
#

Brutal isn't balanced

lavish hollow
#

I don't care

#

It's pretty kick ass

red peak
#

The balance is actually okay.

#

Nothing's straight up overpowered, except maybe the minigun for early levels.

royal wave
#

Nah, BD encourages more duck and cover game play

lavish hollow
#

Uhhhh, what??

royal wave
#

I want to invoke 2016 Doom movement without it being 2016 doom

lavish hollow
#

How the hell do you play lol, there's no ducking and covering lmao

red peak
#

First you need to eliminate all hitscanners.

#

"I took cover from a chaingunner, 0/10 modern military shooter"

lavish hollow
#

BD has no hitscanners, so you can basically run around all damage

royal wave
#

Enemies can still pot shot you across the map

red peak
#

Just like in vanilla.

royal wave
#

and it's focus on "realistic" guns, that makes it difficult to handle a situation at any distance

lavish hollow
#

Not really lol

#

If it's at a distance, don't use a shotgun

red peak
#

"Realistic" lmao

lavish hollow
#

That's kinda... It

red peak
#

It's nowhere near "Hideous Destructor" realistic

royal wave
#

No I mean it, mark has made videos on how a shotgun has to be lethal up to 30 feet

#

like a real shotgun

lavish hollow
#

Mark isn't a smart guy, that's irrelevant to the mod

royal wave
#

which is why I put it in quotes because it's a pretty minute detail to worry about

red peak
#

That's not the emphasis, though.

lavish hollow
#

Saying that he made a shotgun slightly realistic =/= he tried to make a realistic mod

royal wave
#

that's not what I said either

red peak
#

Let's see an irl shotgun literally blow a hole clean through someone's chest.

royal wave
#

and it's focus on "realistic" guns

#

Emphasis on the fact I used quotation marks

red peak
#

You're implying it's trying to be realistic and failing.

royal wave
#

yes

#

What are you trying to argue here

lavish hollow
#

That's literally what I said

royal wave
#

My point is that it's a downside to the modification

red peak
#

Well, it's not trying!

lavish hollow
#

It really isn't lol

royal wave
#

To me it is. You are aware that in vanilla, the hit scan enemies actually deal less damage than you?

red peak
#

Yes, why?

lavish hollow
#

Duh

royal wave
#

Not fun taking a stray bullet and dying

lavish hollow
#

Lemme guess, it's "unbalanced" because they do more damage

royal wave
#

there's a lot more than that

lavish hollow
#

Despite now they're projectile based and the damage is easily dodgeable

royal wave
#

just bullets are my biggest aggravator

red peak
#

If it's far away enough, you can literally step out of the bullet's way.

royal wave
#

Okay so nevermind, I'm not allowed to dislike a feature okay

lavish hollow
#

And don't forget, the enemies are projectile based, and the player is hitscan

red peak
#

Any other gripes?

royal wave
#

Not if I'm just going to be indirectly implied to be a bitch about it, no

unreal oyster
#

projectile bullets kinda ruin the entire point of hitscanners if you can just dodge them, lol

#

hitscanners are meant to be oppressive

#

and something you need to prioritise

red peak
#

They're not easily dodgeable like, say, imp fireballs.

royal wave
#

then what's the point of making them projectile based

red peak
#

Making them feel a little less cheap, I guess?

unreal oyster
#

hitscanners aren't cheap on their own

royal wave
#

They still feel pretty damn cheap if they deal the same lethal potential as the player

unreal oyster
#

they're cheap when used in badly made maps

#

otherwise hitscanners can be an incredibly useful tool to shake up a map's flow

red peak
#

The same lethal potential? They do about the same damage.

royal wave
#

Remember when you agreed vanilla does less damage?

red peak
#

Maybe in previous versions where they were apparently quite OP, but not now.

unreal oyster
#

i mean they really shouldn't considering a bullet's damage is based on its velocity

red peak
#

As vanilla.

royal wave
#

That means literally any bullet enemies can down you

#

iirc zombiemen have 200 health

#

the base player sits at 100, 200 if you happen to get a sphere

red peak
#

I checked with a health bar mod, and no, they have 50.

royal wave
#

I forget numbers

unreal oyster
#

20 actually

#

if you're going to correct him, at least be right 😛

red peak
#

It's 50 health in Brutal.

royal wave
#

Point is

#

Vanilla balances the odds to be in favor of the player without letting the player be OP

#

brutal takes that away from me

#

I don't feel like as much of a powerhouse

#

also it's gaming 101. Doesn't matter how many options you give the player, they always default to the easiest solution

#

so tackling these situations will always devolve into the player using the same gun

red peak
#

The pump shotgun?

royal wave
#

for most people, yes

#

and this is a flaw with vanilla, I won't gloss over that

red peak
#

Well, depends on the game.

royal wave
#

but imo less so since they avoid for the most part any gun being any sort of upgrade or cost to the player

red peak
#

The SSG takes the SG's place as staple weapon in Doom 2.

royal wave
#

rocket launcher is slightly less effective since it has a larger blast radius and higher damage potential, meaning you need more open room for it

#

plasma rifle has a burn radius, defeating it's purpose as a high damaging close combat rifle

#

bfg is pretty much the plasma rifle and rocket launcher having a baby

#

Chaingun has windup, no one likes windup

red peak
#

The BFG does kind of suck.

#

The minigun's windup is almost unnoticeable against most enemies.

royal wave
#

it's still a second of being vulnerable

red peak
#

It's not that long. More like a third of a second.

royal wave
#

that just leaves the remaining bullet based guns

#

and since the game favors shotgun ammunition more than rifle ammunition, player will use the shotguns more

lavish hollow
#

I honestly forgot there was wind up for the minigun, it's so short

royal wave
#

it is pretty short, but any moment of vulnerability is bad

#

even in vanilla, people like to hide around a corner with the shotgun

red peak
#

This conversation has gotten quite off topic.

royal wave
#

it's in the appropriate room

lavish hollow
#

I thought you said BD was about duck and cover, wut

royal wave
#

it emphasizes it more when enemies can one shot you

#

defeats Doom's difficulty curve of throwing more shit at you

red peak
#

One-shot? Are you fighting nothing but Cyberdemons?

lavish hollow
#

What difficulty are you playing on??

red peak
#

Realism, lol

royal wave
#

The harder ones because I'm not a pussy lol

red peak
#

Hence his emphasis on "realistic" guns.

royal wave
#

but one shot enemies are never fun

lavish hollow
#

Then don't play on the harder difficulties, lol

red peak
#

Well, play Ultra-Violence like a normal person.

royal wave
#

then what's the point of having a higher difficulty

#

I'm not the only person to make this observation, it's a common gripe

red peak
#

For those looking for a tougher challenge.

#

You apparently don't like it.

#

So stop playing it.

royal wave
#

and that's bad because?

lavish hollow
#

If you don't like taking too much damage, play on a lower difficulty
If you're good enough at the game where you won't take that much damage, play on the higher difficulties

red peak
#

That's like me playing vanilla for the first time and going straight to Nightmare.

lavish hollow
#

^

royal wave
#

implying I don't know how to play a FPS

#

plenty of people do that

#

and you can say a game has flaws in it;s difficulty

lavish hollow
#

I never said you couldn't say that

royal wave
#

"git gud" isn't an excuse when it's a bunch of random shit strewn across it

#

"git gud" is what you tell people who play dark souls and complain

red peak
#

Well, you are talking about a hard difficulty being hard.

royal wave
#

because that at least keeps it consistent across the entire game

lavish hollow
#

Well tbh "git gud" is a great excuse rn lol

royal wave
#

it's not when it's a glaring flaw that can be fixed

#

example: Let's make the chaingunners shoot rockets

#

discuss, fair or unfair?

lavish hollow
#

Are we taking in vanilla maps?

royal wave
#

sure

lavish hollow
#

That's not fair

royal wave
#

Why

#

they still have the same health, shoot them

#

same pain chance

lavish hollow
#

Because rockets do a lot of damage and chaingunners fire them rapidly

royal wave
#

they have the vulnerability of killing themselves

lavish hollow
#

This is literally nothing like BD tho lol

royal wave
#

I said example you dork

#

this is a hypothetical

#

an analogy

lavish hollow
#

This would make a chaingunner worse than a cyberdemon

unreal oyster
#

kdizd has rocket zombies (not chain-rocketers) and they actually end up killing themselves before they do damage to you most of the time lol

royal wave
#

^

unreal oyster
#

obviously partially due to kdizd's clusterfuck-y level design though

royal wave
#

So is it over powered, or are you just not good enough?

unreal oyster
#

where there are at least 10 things for a rocket to get caught on in any given room

red peak
#

Still, it's horribly cheap if anything like a rocket launcher zombie gets the jump on you.

royal wave
#

and the same thing with any other enemy

#

it feels cheap

#

it takes away the justification that it was my fault i died

red peak
#

BD chaingunners give you a half second warning before they fire, and take a while to kill you.

lavish hollow
#

^

royal wave
#

and are all chaingunners given to you within close distance?

#

or any other enemy for that matter

lavish hollow
#

Chaingunners in BD are actually way less annoying to me than they are in vanilla

royal wave
#

that still doesn't change my point that you can still die from a cheap kill

red peak
#

Just like in vanilla!

royal wave
#

Vanilla has it less

#

you can take a single bullet, even if it's a 1D4

lavish hollow
#

I can take like 20 bullets in BD, wut

red peak
#

Wtf is a 1D4

royal wave
#

In Doom, damage is calculated by it's base value, times a random number between 1 - 3

red peak
#

Oh.

royal wave
#

#D# describes a random value that's the same as a dice roll

unreal oyster
#

chaingunners do 1d5 * 3 actually

#

player hitscans are 1d3

royal wave
#

first number describes the number of rolls, second number describes the highest number it can achieve

red peak
#

Never head the damage randomization be referred to that way.

lavish hollow
#

Same here

royal wave
#

it's a dice term

#

1 roll of a 4 sided dice

#

1D4

unreal oyster
#

well then you clearly haven't looked hard enough because i've seen xdy to refer to damage a ton in the doom community

royal wave
#

yeah it's pretty common knowledge in the modding scene

red peak
#

This is literally the first time I've heard it. Everyone I've seen just says "damage randomization" or "RNG".

unreal oyster
#

that doesn't really describe it well enough

royal wave
#

well fun fact, we know what the RNG numbers are

#

So it's useful knowledge to have when scaling the diffuculty of an enemy

#

setting a base damage of 5 has the potential of an output of 25 max

#

The BGF has the potential to oneshot a cyberdemon if the odds are in your favor

#

(this includes the tracers mind you)

lavish hollow
#

The Big Gun Fucking

royal wave
#

yes Big gun... fucking

red peak
#

It's better to have a solid damage value IMO, but TIL.

lavish hollow
#

My favorite PonWea

royal wave
#

I think there's a flag that can be set to disable it

lavish hollow
#

And I believe you can have a solid damage value with some simple code @red peak

royal wave
#

but having the RNG added definitely shakes up the flow of the game

red peak
#

Then you get 80 damage Revenant missiles.

royal wave
#

yup

#

POSS F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 1, random(-3, 3))

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wait wrong line, hang on

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I forget my decorate sometimes :P

lavish hollow
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Chandelier is a decorate

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As is vase

red peak
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lol

royal wave
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give me a sec, I hate digging through this mans code

unreal oyster
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[7:38 PM] kevansevans: The BGF has the potential to oneshot a cyberdemon if the odds are in your favor i'm not entirely sure that's possible in vanilla due to the nature of the predetermined RNG table

royal wave
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It's possible

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you have to be like right up in its face and pray that each tracer does it's max damage

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anwyays

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damage (random(6,9))

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that's the base damage for a bullet

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and it's a 1D5 right?

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that's a max potential of 45 damage

unreal oyster
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you absolutely cannot have each tracer do max damage in vanilla

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it's theoretically possible in zdoom

red peak
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Damage of a zombieman?

unreal oyster
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but literally impossible in vanilla

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because RNG isn't done with a seed, it's literally just done by using an array of numbers

royal wave
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{
damage (random(6,9))
}
unreal oyster
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every time P_Random() is called, the index increases by 1 (wrapping around to 0 if necessary)

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the BFG's randomness is a bit weird

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it uses 40 tracers

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and for each tracer

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it runs a for loop which adds (P_Random()&7) + 1 to the total damage count

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when the for loop ends, it uses the accumulated damage as the tracer's damage

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meaning that, disregarding the RNG table, the max you could do, if every tracer hit, is 4800 damage

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but the RNG calculations become a bit fucky because of that bitwise AND

royal wave
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{
  Health 4000```
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thanks

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:)

unreal oyster
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yeah i know, point is, you'll never achieve 4800 damage with a BFG

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that's entirely theoretical

royal wave
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it's possible as I said

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just rare

unreal oyster
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theoretically possible in zdoom, sure, but not in vanilla

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and it would really never happen in zdoom either

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because it requires an 800 roll for the ball damage and then 600 random numbers that all end in 0b111

royal wave
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Does the word "rare" mean something different in the UK?

unreal oyster
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"rare" doesn't really cover it

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it's more like

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"will literally never happen in the lifetime of the universe"

lavish hollow
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Gut is British?

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Dang, I didn't know that

royal wave
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Well when it comes to odds, there's no such thing as it happening within a certain time frame

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it might have already happened to someone

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just because the odds are stupidly astronomical, that doesn't mean the time it can happen also is astronomical

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if I was willing, I'd dig through the source and get the math myself

unreal oyster
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zdoom uses a 1d8 15 times to work out BFG damage

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40 tracers

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40 * 15 = 600

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so it's a (1/8)^600 chance

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for the highest number

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i.e. all 8s

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which is such a small number that most computers would just say it's basically 0

royal wave
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basically doesn't mean it is

lavish hollow
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I think most computers would still say the number, not just zero lol

royal wave
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7.1448348576730208360402604523025e+541

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8^600

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and (1/8)^600 = 1.3996124751939849687994777319774e-542

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wait

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gut you did math wrong I think

unreal oyster
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[8:05 PM] El Jefe: I think most computers would still say the number, not just zero lol no they wouldn't, because floating point doesn't go that low

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did i? feel free to correct me

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it's been a while since i've done probabilities

royal wave
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Yeah I'm pretty sure probabilities aren't calculated that way, let me google

unreal oyster
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right yeah the middle values are more likely, right

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normal distribution

royal wave
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it's (1/8 * 40 * 15)

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that's a 1/4800 chance of a BFG one shotting a Cyberdemon

unreal oyster
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that doesn't sound right either, if it were like that it'd be a 1/12 chance to roll a 2 with 2d6

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i know for a fact that that chance is 1/36

royal wave
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well it's a 1D8, right?

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That's a 1/8th chance it hits an 8

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then does that 15 times, that's a 1/(8 * 15) chance

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then 40 tracers

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1/(8 * 15 * 40)

unreal oyster
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it's definitely exponential

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6*6 rows

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or 6^2

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thus making the chance 1/36 for a 2 or a 12

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if you were to visualise 3d6, you'd have a cube

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or 6^3

royal wave
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I'm confident it's not exponetial

unreal oyster
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there's 3d6

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shown as split layers of a cube

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it's very much exponential

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you multiply probabilities to determine the chance of them happening together

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it's easiest to think about it this way

royal wave
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My friend who's good at math isn't helpful either

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she plays too much D&D

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"what's the probability of the hit?"

unreal oyster
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for every 1/8 chance, there are then 8 more 1/8 chances for every first chance

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so 8*8 = 64

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then, for every 1/64 chance, there are 8 more 1/8 chances

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so 8*64 = 512

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etc.

royal wave
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so 1/(8^(8 * 15 * 40))

unreal oyster
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no need for the 8 in the exponential

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if you needed an 8 in the exponential it would make 2d8 into 8^-16 which is 3.5527137e-15

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quite a bit smaller than 1/64, the actual chance for 1d8 heh

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that's for 3d6 but you get the point

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but back to the actual point of this entire thing - 8^-600 is fucking small 😄

royal wave
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600D8

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it can't even handle it

unreal oyster
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heh

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i assume it's checking each pair individually and creating a curve out of that

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even on a GPU, that would take longer than the timeout time of 5 seconds

royal wave
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wait got one

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the average damage you're most likely to deal is 2700

fresh arch
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im confused

royal wave
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Discussing the likelyhood of a BFG to oneshot a cyberdemon

unreal oyster
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yeah, though i've been omitting the BFG ball for simplicity so you'd add on average 400 or so

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bfg ball is only one RNG call though so it doesn't have this wacky normal dist

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just a simple 1/8 roll

fresh arch
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the way the doom2 bfg works is wonky

unreal oyster
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3200 on tracers and 800 on the ball is the most likely "one-shot" scenario, i guess

fresh arch
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better to just make it a splash damage weapon and call it a day

royal wave
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so you need to roll at least a 4000 with the tracers to one shot, assuming the BFG ball hits max, which is 800

unreal oyster
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nah, 3200 with the tracers, i think you got the cybie health and tracer max confused heh

royal wave
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Oh yeah

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so that's 1(3000/4800)

fresh arch
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i dont even get what the bfg is supposed to be and why it doesnt damage the player up close. Is it some kinda disruptive portal gun?

unreal oyster
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yeah that chance is basically (almost 0 * 1/8)

royal wave
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that's a 0.6 percent chance of getting a number

unreal oyster
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almost 0 * 1/8 is basically an even smaller almost 0, lol

fresh arch
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0 * 1/8 is 0

royal wave
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well combined with the BFG ball yes

unreal oyster
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wish i could be more exact but that website doesn't give precise enough values for 3200

royal wave
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0.08 percent chance of one shotting the Cyberdemon

fresh arch
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you cant multiply 0 by a fraction to get a non-zero sum that makes no sense

unreal oyster
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uh no, not 0.08

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that assumes equal distribution

royal wave
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we need a number of at least 3200, right?

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4800/3200

unreal oyster
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xdy approaches the gaussian distribution as x tends to infinity

royal wave
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that's 0.666666666

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then the 1/8 of the BFG ball

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0.083333333333333

haughty flower
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what's going on here

royal wave
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MATH

haughty flower
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OH

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I LIKE MATH